/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef _VMAPMANAGER2_H
#define _VMAPMANAGER2_H

#include "IVMapManager.h"
#include "Dynamic/UnorderedMap.h"
#include "Define.h"
#include <G3D/Vector3.h>

//===========================================================

#define MAP_FILENAME_EXTENSION2 ".vmtree"

#define FILENAMEBUFFER_SIZE 500

/**
This is the main Class to manage loading and unloading of maps, line of sight, height calculation and so on.
For each map or map tile to load it reads a directory file that contains the ModelContainer files used by this map or map tile.
Each global map or instance has its own dynamic BSP-Tree.
The loaded ModelContainers are included in one of these BSP-Trees.
Additionally a table to match map ids and map names is used.
*/

//===========================================================

namespace VMAP
{
    class StaticMapTree;
    class WorldModel;

    class ManagedModel
    {
    public:
        ManagedModel(): iModel(0), iRefCount(0) { }
        void setModel(WorldModel *model) { iModel = model; }
        WorldModel *getModel() { return iModel; }
        void incRefCount() { ++iRefCount; }
        int decRefCount() { return --iRefCount; }
    protected:
        WorldModel *iModel;
        int iRefCount;
    };

    typedef UNORDERED_MAP<uint32 , StaticMapTree *> InstanceTreeMap;
    typedef UNORDERED_MAP<std::string, ManagedModel> ModelFileMap;

    class VMapManager2 : public IVMapManager
    {
    protected:
        // Tree to check collision
        ModelFileMap iLoadedModelFiles;
        InstanceTreeMap iInstanceMapTrees;

        bool _loadMap(uint32 pMapId, const std::string &basePath, uint32 tileX, uint32 tileY);
        /* void _unloadMap(uint32 pMapId, uint32 x, uint32 y); */

    public:
        // public for debug
        G3D::Vector3 convertPositionToInternalRep(float x, float y, float z) const;
        G3D::Vector3 convertPositionToRibonRep(float x, float y, float z) const;
        static std::string getMapFileName(unsigned int pMapId);

        VMapManager2();
        ~VMapManager2(void);

        int loadMap(const char* pBasePath, unsigned int pMapId, int x, int y);

        void unloadMap(unsigned int pMapId, int x, int y);
        void unloadMap(unsigned int pMapId);

        bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2) ;
        /**
        fill the hit pos and return true, if an object was hit
        */
        bool getObjectHitPos(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float pModifyDist);
        float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist);

        bool processCommand(char * /*pCommand*/) { return false; }      // for debug and extensions

        bool getAreaInfo(unsigned int pMapId, float x, float y, float &z, uint32 &flags, int32 &adtId, int32 &rootId, int32 &groupId) const;
        bool GetLiquidLevel(uint32 pMapId, float x, float y, float z, uint8 ReqLiquidType, float &level, float &floor, uint32 &type) const;

        WorldModel* acquireModelInstance(const std::string &basepath, const std::string &filename);
        void releaseModelInstance(const std::string &filename);

        // what's the use of this? o.O
        virtual std::string getDirFileName(unsigned int pMapId, int /*x*/, int /*y*/) const
        {
            return getMapFileName(pMapId);
        }
        virtual bool existsMap(const char* pBasePath, unsigned int pMapId, int x, int y);
    };
}
#endif
